Death

by Morgfyre

Back to Common Grounds.

Xenthos2008-02-12 22:49:06
QUOTE(Elostian @ Feb 12 2008, 05:46 PM) 485879
Technically speaking Cholera is not a good example to use here, as all one needs to do is to drink lots of water with 20 grams of glucosis (sugar) and 5 grams of salt added per litre and you will be properly rehydrated.

Perhaps Ebola? Typhus? HIV? Smallpocks?

Chicken pocks?

It took me a bit to figure out what you were talking about, as that wasn't in the thread anywhere at all. Hiding as a subtitle, tsk.
Morgfyre2008-02-12 22:52:21
QUOTE(Veonira @ Feb 12 2008, 04:37 PM) 485864
My one question is..Would this stack on death, or does it just reset the timer or something?

(Damn you, xenthos, ninja'ing me with my own question)

And it seems like...this is almost worse. Because then when people are defending from a huge group and being slaughtered, the raiding group just gets even more of an advantage.


Death would just reset the timer, it wouldn't stack.
Forren2008-02-12 22:53:28
Up praying and death costs please.
Unknown2008-02-12 22:54:34
The only issue I have is the TDF when you die.

For me, that is far more crippling than xp loss. Perhaps a choice? When you die you can take path to This weaver and lose xp, or this way and get your TDF.

I don't know, just a though
Elostian2008-02-12 22:55:54
QUOTE(Forren @ Feb 12 2008, 11:53 PM) 485886
Up praying and death costs please.


I think death should be permanent.

And I also think Zap should not cost any essence.
Catarin2008-02-12 22:58:20
I dislike this idea. It seems to be moving things even more into the realm of kiddy proofing the game. XP is not hard to get here. You do not lose much when you die as it is. Just because a lot of people complain about something does not necessarily mean it needs to be changed or adjusted.

And no it would not change the lich, etc. argument because it would still be "unfair" in that one portion of the game "lost" less from dying then another part of the game. It doesn't really matter what that something is.
Xenthos2008-02-12 22:59:20
QUOTE(Elostian @ Feb 12 2008, 05:55 PM) 485889
I think death should be permanent.

And I also think Zap should not cost any essence.

And there should be no restrictions regarding its use! You shouldn't need a reason.
Tzekelkan2008-02-12 23:00:10
QUOTE(Bianca @ Feb 12 2008, 11:54 PM) 485887
The only issue I have is the TDF when you die.

For me, that is far more crippling than xp loss. Perhaps a choice? When you die you can take path to This weaver and lose xp, or this way and get your TDF.

I don't know, just a though


You say to Atropos, "I'd like a truedisfavour please, hold the xp loss."
Forren2008-02-12 23:03:17
QUOTE(tzekelkan @ Feb 12 2008, 06:00 PM) 485892
You say to Atropos, "I'd like a truedisfavour please, hold the xp loss."

I also think the choice would make some things silly, people would never lose experience.
Ashteru2008-02-12 23:13:42
@People who argue that XP-loss is already really low: Maybe that's how it should be, and instead of griping about it, you should just adapt? The important stuff should still be loseable, aka, give Titan something like essence or so. So voila, people can be bashed down if you put your heart into it. Stop complaining about exp-gain in Lusty, plz.
Karnagan2008-02-12 23:13:59
How about automatic conglut on "friendly" territory being offered by certain constructs? (Iron Tower of Harmony, etc.) If you want to encourage relatively smaller players to take part in defending, this change makes it easier for them to avoid praying. Maybe the older players take conglut for granted, especially the ones who have used vitae and conglut to get all the way up to Demigod already. But then... it's painfully easy for a lot of new players to level up, they just have to stick with it. Karma blessings, XP boosts and excellent bashing areas make this easy as pie in Lusternia. Almost every org has some kind of skill to mitigate XP loss and avoid praying, it's just a matter of having the players- ALL of them- be ready to make corpse runs. In a situation where immolations cost zero power, one showing no signs of changing soon, why wouldn't you help out your citymates?

I get what you guys are thinking of- that the level treadmill isn't an awesome idea, and that you're not particularly fussed about players attaining the maximum level. It worked for WoW, so why not? I would say because WoW's "resurrection sickness" system would actually be an order of magnitude worse- chasing your corpse for fifteen minutes, or waiting an hour for the resurrection sickness to wear off? Pure poison. Yet Warcraft has these penalties, mainly to prevent the game for turning into a constant stream of zerging. But here, being knocked out of the fight for fifteen minutes means your enemies go home with their objective accomplished (killing Water Lords, cleansing Nil, whatever), and I don't think it holds up very well.

EDIT: Ashteru is right, to the surprise of no one. I'd take it a step further: XP loss has been low forever, and it's helped a lot of people get Titan/Demi. Why complain about it? Is it really that much of an accomplishment?
Gregori2008-02-12 23:20:01
No exp loss is just a bad idea from the get go. Sorry to be blunt/rude, but not everyone deserves level 100 handed to them on a silver platter. If you can't get there, sucks to be you. No exp loss means there is no sense of accomplishment, it is just an inevitable outcome to doing -anything- that gives you experience.

The game is already baby proof in many ways, regarding EXP loss, and some people take pride in the fact they worked hard to get their levels. We don't need to turn into Achaea with the top 100 players being all demigod (only they got it with no risk of ever losing thier way), which incidentally would mean most everyone online at any given time is one.
Forren2008-02-12 23:21:54
QUOTE(Gregori @ Feb 12 2008, 06:20 PM) 485909
No exp loss is just a bad idea from the get go. Sorry to be blunt/rude, but not everyone deserves level 100 handed to them on a silver platter. If you can't get there, sucks to be you. No exp loss means there is no sense of accomplishment, it is just an inevitable outcome to doing -anything- that gives you experience.

The game is already baby proof in many ways, regarding EXP loss, and some people take pride in the fact they worked hard to get their levels. We don't need to turn into Achaea with the top 100 players being all demigod (only they got it with no risk of ever losing thier way), which incidentally would mean most everyone online at any given time is one.

QFT
Malicia2008-02-12 23:24:08
I agree with Gregori. Removing xp loss is a terrible idea. We should be moving away from abilities that negate this loss entirely.
Daganev2008-02-12 23:42:04
I was bashing the other day, trying to get back to level 80. I then died for a while and ended up losing a lot of experience points.

I bashed for 3 days straight, and still didn't make up that death. Its made logging in quite difficult for me. A change like this would have really save me a lot of fustration, and I love it.

I dissagree, that losing stats makes death meaningless. (start having some truedisfavours stacked on you and see how you like it.) To tell the truth, I think death affliction would be worse for combatants then losing XP.
Daganev2008-02-12 23:44:56
What differnece does it make if the top 100 people are all demigods? Its going to be that way anyways, regardless of XP penalties.
Desitrus2008-02-12 23:47:05
Perhaps then, Lusternia implements "Rested" exp bonus.
Karnagan2008-02-12 23:52:58
When everyone's a demigod, the title loses credibility. I get that. In WoW, having no XP loss is countered with level 70 not meaning much in the grand scheme of things. Your power is more determined by your gear/ talent build. In IRE games, there's a lot of importance placed on Level 100: huge stat bonuses, special abilities only for demigods, etc. A system with zero XP loss and Demigods would accelerate the treadmill to demi way too quickly. Then again, our current system is going to end with 100 demis at some point in the future...

Of course, I don't care one way or the other: making other people lose XP isn't a vital part of the Lusternia experience for me. I'm quite happy with my level progression as is, so while increased penalties would probably hurt people without conglut the most, and make the crying about Lichdom become apocalyptic, it wouldn't cramp my style either. confused.gif
Ashteru2008-02-13 00:36:17
QUOTE(Gregori @ Feb 13 2008, 12:20 AM) 485909
No exp loss is just a bad idea from the get go. Sorry to be blunt/rude, but not everyone deserves level 100 handed to them on a silver platter. If you can't get there, sucks to be you. No exp loss means there is no sense of accomplishment, it is just an inevitable outcome to doing -anything- that gives you experience.

The game is already baby proof in many ways, regarding EXP loss, and some people take pride in the fact they worked hard to get their levels. We don't need to turn into Achaea with the top 100 players being all demigod (only they got it with no risk of ever losing thier way), which incidentally would mean most everyone online at any given time is one.

That will sooner or later be the case anyway, looking at how things go. 90 to 100 is still a lot for the casual gamer to bash, so I don't see anyone not 'deserving' it getting it. (Of course, if he's been a casual gamer for, say, 10 years, it's quite possible for him to have it. So what? The Statbonuses mean little to nothing for higher ranges, Haven isn't a real escape tool anymore. Avatar is nice for RP which should be promoted anyway.)

And about people who feel pride about their levels. They can. As I said, no casual gamer will get level 100 in years. And I think Demigod/Titan should still be loseble if a change like that got implemented.
Xavius2008-02-13 00:53:49
Level 100 is a long way to go, xp loss from death or not. You're all talking like every non-combatant hits demigod just by logging in. It ain't true. Malicia's been here since open beta and isn't a titan. I've had Xavius since day three of open beta and he's 81. The number of deaths you have to suffer for xp loss to matter is pretty extreme. Ask the Serens I deepsleep kamikazed yesterday! I lost count of my deaths, and I'm only down 6% for it.

Honestly, I think a stat and skill penalty would be more severe than an xp penalty, depending on the length and magnitude. If you want a real way to discourage raiding, this is it. Slap someone with -4 to all stats and a TDF equivalent of skill loss for an hour of online time for raiding enemy territory on Prime and you'd better believe you won't see that raider again for at least an hour, probably longer. That's not kiddie proofing things. That makes death more than realigning a number on SCORE. You'd feel that one.

It also does interesting things in favor of the raiders. If you kill all of the defenders with minimal losses on your end, you can actually attack a Demon Lord or Supernal at primetime. Unpeaced village revolts will actually allow military tactics. I think a change that makes your death count in the middle of a fight is brilliant.

The only thing I would add is that the penalties need to be real, and they need to hurt. -4 to -6 to the stats, skill loss at least equivalent to a TDF, and I'd tack on a balance and eq penalty. That and make the time under the penalty online time, so that raiders don't just log out and come back to do it again later.